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Shippuu


Folken

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(Can't remember if I ever filled this out when I was here originally, regardless I'm sure it was pruned away ages ago. So might as well start it up again!)

 

I. Basic Info

  • Characters: Shippuu Hecatonchires, Arngrim Rhynhaemr, Khaelan Al'des
  • Primary character: Shippuu
  • Linkshells: None Currently
  • Primary RP linkshell: " "

 

II. RP Style

 

  • Amount of RP (light, medium, heavy):

  • Generally Medium to Heavy. I enjoy just chatting with people, but get far more fun out of RP'ing most of the time, though I know very well that it can be a real pain to be in character ALL the time. We're still real people behind these characters afterall.
     
  • Views on RP combat and injuries:

  • I enjoy RP combat as long as both people know how to properly do it. Text based combat can be colorful and fun, but it ultimately can go nowhere at all. I prefer to only engage in text based RP combat if both parties find it acceptable that they may lose the fight, as losing can often prove to be far more engaging and character building than winning can. I also like to throw in some kind of random chance into text based combat, throwing in dice rolls or /randoms can be a real fun way to keep the engagement spontaneous and unknown for both parties.
     
    Above all else though, I prefer to act out any particular fights within applicable game mechanics. If a game supports duels or some form of PvP I will generally choose this option first and foremost. Back in my days of FFXI me and an old friend (Whom's characters were rivals to an extent) would often have excursions in private PvP brenner matches and such. These fights were some of the most fun I've had in any game (Even if I did lose most of them.)
     
    As far as injury goes, I'm open to just about anything, as healing magicks are abundant. Crippling defeats are all plausible though I generally will frown upon death as a viable outcome. My primary character would sooner flee, use a cheap trick to escape, or other forms of persuasion to avoid the guillotine. (I didn't invest this much time into a character to have him keel off randomly.) Besides, these characters are works of fiction, primarily authored by ourselves, so generally if my character is to face his end, I'd prefer to orchestrate those details myself.
     
  • Views on IC romance:

  • I could take it or leave it. It can be fun I suppose, as long as it doesn't get too bogged down. Some people have problems separating real and fiction when it comes to these things a lot, which leads to drama and all kinds of messes. I've seen guilds crumble from badly handled situations stemming from IC (and sometimes IRL) romance shenanigans.
     
  • Views on non-romantic RP (family ties, etc):

  • Also could take it or leave it. Depends on the character if they have the possibility for siblings etc. Some people like to have character siblings that are purely NPC so that they can use them to better develop their primary character. Generally has few downsides that I've ever encountered.
     
  • Views on lore:

  • I'm a big lore junkie, and every game I step into I take tons of time delving through the game's lore to make sure my character fits within the setting. I generally dislike people who just make up their own headcanon for games with established settings and lore for so many reasons. The lore is there as a guideline, to be used as building blocks to develop an interesting and entertaining character.
     
    If you're just going to take a billion artistic liberties with the established setting, then why are you even playing in the setting in the first place?
     
  • Views on chat functions (/say, /linkshell, etc):

  • Not really sure how to answer this one to be honest. I've RP'd across so many different games and mediums, with each one having slightly different rules regarding these kinds of things. Generally I just go with whatever is common practice within the current game I'm playing. /say being good for general RP. Often Linkshell or guild chat is reserved for OOC talk only, etc. etc.

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